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Posted
1 hour ago, izzyknows said:

You can also enable only surrender when outnumbered.

 

It's enabled.

 

I agree with everything you said. However, I think it would've been better if Violate checked if player is currently in combat. If it is, it fires itself up; if not, it sleeps.

 

As for RSE2, I'm thinking about removing it for years now but just can't do it. Yeah, it's buggy and there are a lot of flaws with it, but there's nothing similar currently available. Heck, I'm still using AN2 instead of AN76 (though that's primarily because I play on survival).

Posted

For the record, I'm not using RSE II: CSA (nor Raider Pet), and have encountered similar issues with essential player on. It seems like if I escape a violation and get to a safe place, then something causes me damage, the earlier aggressors are suddenly teleported to wherever I am now (even a different interior cell) and I auto-surrender to them. I haven't gone to the effort to isolate steps for a minimal reproducer, but can start paying closer attention to the circumstances under which it occurs in an attempt to do so.

Posted
4 hours ago, vaultbait said:

For the record, I'm not using RSE II: CSA (nor Raider Pet), and have encountered similar issues with essential player on. It seems like if I escape a violation and get to a safe place, then something causes me damage, the earlier aggressors are suddenly teleported to wherever I am now (even a different interior cell) and I auto-surrender to them. I haven't gone to the effort to isolate steps for a minimal reproducer, but can start paying closer attention to the circumstances under which it occurs in an attempt to do so.

I never used the essential option but out of curiosity, when escape and teleport or change location, check the quest status (sqv FPV_EnemyScan) and see if it's still running and alias are filled or not. 

Posted (edited)
6 hours ago, rubber_duck said:

 

It's enabled.

 

I agree with everything you said. However, I think it would've been better if Violate checked if player is currently in combat. If it is, it fires itself up; if not, it sleeps.

 

As for RSE2, I'm thinking about removing it for years now but just can't do it. Yeah, it's buggy and there are a lot of flaws with it, but there's nothing similar currently available. Heck, I'm still using AN2 instead of AN76 (though that's primarily because I play on survival).

After a quick verification, Violate only consider actors in combat with the player as valid aggressors, so you shouldn't surrender when you are not in combat or targeted by an enemy (IsCombatTarget(playerRef)).
PS

I'm also using AN2 and RSE2.

Edited by lee3310
Posted

So after a lot of work i managed to make it work. But now every npcs i encounter is friendly...? I have to hit them for them to go agro mode. Kind of funny and weird. 

Posted (edited)
3 hours ago, Quaqamo said:

So after a lot of work i managed to make it work. But now every npcs i encounter is friendly...? I have to hit them for them to go agro mode. Kind of funny and weird. 

nothing to do with violate, (raider pet on the other hand can do that)

Edited by lee3310
Posted

Minor Update Suggestion

 

Just an idea (based on an upcoming trip to Corvega carrying 5000+ caps).

 

If I get robbed, it seems a bit odd that when I get back there and finally defeat my attacker, that they haven't spent any of the caps (whores, booze and other things) while I'm away or divvied up the caps between them. I can think of a couple of ways of dealing with this to add immersion.

 

1/ Remove a percentage and split the caps amongst all the rape participants

2/ Remove a percentage on a daily basis so if the pc leaves it too long recovering their gear they'll lose the lot (caps only)

 

Just an idea

Posted (edited)

Hello.

If i don't have female-female animations, mod will be work? Or during surrenders scenes are failed?

Edited by Rudik123
Posted (edited)

Hey, I’m not really sure where to ask this and I just got done searching a bit on google and couldn’t find anyone else experiencing this. I figured since it happened right after a violate surrender maybe I could ask you guys.
 

Me and my group were fighting outside the gunner plaza, and someone from above dropped a damn fatman on us so it initiated the surrender. So my character gets picked, Cait gets picked and lord knows why Hancock gets picked. Everything works as normal right, but after the event ends and I run away Hancock becomes a mute. But not in the sense of you try to talk to him in the companion menu and he doesn’t say anything. I mean his audio files are mute, but he still seems like he’s talking to me the caption comes across the screen and I see his mouth moving. I saw someone on google mention this happens when mccready gets wounded and so you have to let them get hurt and heal. So I console kill on Hancock, he fell down and I stimpacked him, but he still didn’t have his voice! Oh also lemme add as well, Cait’s audio is completely fine, as well as mine when I’m talking to Hancock! By the time I noticed the problem with Hancock I don’t really have a save to go back to without losing a couple hours. I just wanted to see if anyone else had experienced this as well before losing progress. 

 

Something else, I noticed after having Preston recommend me a settlement for the Breeder mod whenever I talk to him his audio is gone too. (But because it was Preston I didn’t give a sh*t yknow? But now I’ve lost Hancock.. I definitely gotta get it back, he’s the best VA!)

 

Anyway, sorry for bothering you guys. 
 

Addition, now I’ve noticed Jun and Sturges are mute too! Ugh this is so irritating! I don’t really care about them, but I’m scared how far this is gonna spread. I guess the one thing connecting them all are they’re male. Maybe they were pulled into an AAF sex animation and never got their audio back?

Edited by PanicLedisko
Posted
On 1/22/2023 at 7:02 PM, Rudik123 said:

Hello.

If i don't have female-female animations, mod will be work? Or during surrenders scenes are failed?

Turn off female aggressors and don't allow them in gang bangs. Which means you can't surrender to a group of only female. You'll either have to win or die.

Posted
9 hours ago, izzyknows said:

Turn off female aggressors and don't allow them in gang bangs. Which means you can't surrender to a group of only female. You'll either have to win or die.

Thank you very much)

Posted

Hi, idk if this still being supported or anything, but when i enter the animations my camera wont enter free cam and i gets locked even after the scene plays, is there any fix?

 

Posted
8 hours ago, gamibend said:

Hi, idk if this still being supported or anything, but when i enter the animations my camera wont enter free cam and i gets locked even after the scene plays, is there any fix?

 

That's usually a sign that your F4SE installation is incomplete/broken. When you install F4SE, make sure you install the scripts into Data\Scripts and also don't let any other mods overwrite them.

Posted
8 hours ago, vaultbait said:

 

That's usually a sign that your F4SE installation is incomplete/broken. When you install F4SE, make sure you install the scripts into Data\Scripts and also don't let any other mods overwrite them.

Ok, ill try that thx

Posted

Hey,

 

I have a little problem.

Always after they had their "fun" with me, they turn hostile to me again and that is an endless circle ... Hostile - Fun - Hostile - Fun ...

Can someone help me with that ?

 

Thanks in advance

Posted
5 minutes ago, pikapika9 said:

Always after they had their "fun" with me, they turn hostile to me again and that is an endless circle ... Hostile - Fun - Hostile - Fun ...

 

They should wait briefly before turning hostile again. by default it's something like 10 seconds but in MCM you can adjust it upwards to as much as 2 minutes (real world time, not game time). Also, remember that accessing your Pip-Boy or drawing your weapon again will end the pacification timer and your violators will turn hostile again immediately.

Posted
5 minutes ago, vaultbait said:

 

They should wait briefly before turning hostile again. by default it's something like 10 seconds but in MCM you can adjust it upwards to as much as 2 minutes (real world time, not game time). Also, remember that accessing your Pip-Boy or drawing your weapon again will end the pacification timer and your violators will turn hostile again immediately.

 

Ahh thank you very much ?

Posted

But now I got to another question ..

I have it together with Raider Pet.

But it looks like it does not work together. Because Raider Pet has even a mini-quest-line.

And I won't be able to talk to raiders if I have always a limit of 2 minutes.

 

Or do I see something wrong there?

Posted
17 minutes ago, SilentPain99 said:

But now I got to another question ..

I have it together with Raider Pet.

But it looks like it does not work together. Because Raider Pet has even a mini-quest-line.

And I won't be able to talk to raiders if I have always a limit of 2 minutes.

 

Or do I see something wrong there?

 

Raider Pet needs you to not be carrying any weapons at all (not even in your inventory) and not have any followers with you. If you meet those requirements, the raiders won't be hostile anyway. If you're using Violate's integration for it, then you need to surrender in combat to raiders in a location with a named boss. Violate will steal your weapons and give them to your captors if the Raider Pet hand-off occurs, and then one of the raiders will talk to you right away after the violation scene.

Posted
59 minutes ago, vaultbait said:

 

Raider Pet needs you to not be carrying any weapons at all (not even in your inventory) and not have any followers with you. If you meet those requirements, the raiders won't be hostile anyway. If you're using Violate's integration for it, then you need to surrender in combat to raiders in a location with a named boss. Violate will steal your weapons and give them to your captors if the Raider Pet hand-off occurs, and then one of the raiders will talk to you right away after the violation scene.

 

This sounds really complicated for me ...

Raider Pet works everywhere, but with violate, it works with named bosses only. did I get it correct ?

And if it occurs in a location without a boss, after some time, they will become hostile again.

Posted
18 minutes ago, SilentPain99 said:

This sounds really complicated for me ...

Raider Pet works everywhere, but with violate, it works with named bosses only. did I get it correct ?

And if it occurs in a location without a boss, after some time, they will become hostile again.

 

Raider Pet works with all raiders insofar as they will be passive when you don't carry any weapons. If you get approached by a raider and they collar you, you'll eventually be directed to a boss somewhere nearby, though they may not be in the same "camp" if there aren't enough raiders around to fill the quest's aliases.

 

Violate gives you the added option of carrying weapons and still entering into a Raider Pet scenario by surrendering to them in combat, but that will only work in locations that have a raider "boss NPC" (still works fine even if you actually killed the unique named one at that location and the cell reset and replaced the boss with a generic NPC, or even if the boss died in combat before you surrendered, the location just needs to be flagged as coming with a boss).

Posted
1 minute ago, vaultbait said:

 

Raider Pet works with all raiders insofar as they will be passive when you don't carry any weapons. If you get approached by a raider and they collar you, you'll eventually be directed to a boss somewhere nearby, though they may not be in the same "camp" if there aren't enough raiders around to fill the quest's aliases.

 

Violate gives you the added option of carrying weapons and still entering into a Raider Pet scenario by surrendering to them in combat, but that will only work in locations that have a raider "boss NPC" (still works fine even if you actually killed the unique named one at that location and the cell reset and replaced the boss with a generic NPC, or even if the boss died in combat before you surrendered, the location just needs to be flagged as coming with a boss).

 

Thank you.

I think I understood it now (I am really blonde ^^)

Will try it now again ?

Posted
10 minutes ago, vaultbait said:

or even if the boss died in combat before you surrendered, the location just needs to be flagged as coming with a boss)

The boss has to be enabled and alive for Violate to hand off to Raider Pet. If you kill the boss before surrendering, the alias check will fail and thus violate wont do the hand off. If you manage to kill the boss while unarmed and not aggro the whole place, you "might" have a Raider collar you, but then it just turns into a bugged random encounter. aka: collared with no key, Lucky, Bruiser or Boss and no "normal" way out of the collar.

I forget, but I "think" there's an on death event that clears the Boss alias, naah.... maybe it was a check just before triggering the collaring dialogue. I know Violate does the check just before releasing/handing off the player.

Posted
55 minutes ago, izzyknows said:

The boss has to be enabled and alive for Violate to hand off to Raider Pet. If you kill the boss before surrendering, the alias check will fail and thus violate wont do the hand off. If you manage to kill the boss while unarmed and not aggro the whole place, you "might" have a Raider collar you, but then it just turns into a bugged random encounter. aka: collared with no key, Lucky, Bruiser or Boss and no "normal" way out of the collar.

I forget, but I "think" there's an on death event that clears the Boss alias, naah.... maybe it was a check just before triggering the collaring dialogue. I know Violate does the check just before releasing/handing off the player.

 

Ah, thanks for the correction. I thought it worked but it has been a while since I've used RP now. @SilentPain99: Forget what I said about Violate still handing you off to Raider Pet if the location boss dies during your encounter, but hopefully that's a fairly rare occurrence.

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